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Spell Craft

Introduction



Spell Craft is the Ability to Cast Spells based on the 7 Mgaical Schools
Spell Craft is devided into 3 Different types of Fields:
  1. Purity (Clerics, Druids, Elementalist)
  2. Corruption (Necromancy, Summoner, Thaumaturgie)
  3. Balance (Order of Shapeshifters)


Choosing your School of Magic



There are 7 Schools of Magic all have different foci and principle coosing your School will define your magic from the ground up.  
  1. Clerics: Clerics base there magic on the Gods/Demons and using there Power to Cast Spells. The main way for a Cleric to gain more Power ist to have a close relationship with one ore more Gods/Demons
  2. Summoner: Summoners don't realy cast Spells but Summon "Creative Monsters" who fight and work for them (See more under "Creative Monsters" further down the Page)
  3. Druids: Druids base there Power on using Nature as an ally and forming there Spells around it, for example animating trees to defend them or manipulating the wind and animals to support them
  4. Thaumatuge: Thaumatuge mostly use enchanted Objects such as Thaumic Gadgets as Spell craft. They mostly take there power from the Void the Place between Worlds and thus can course quite a caos if there magic gets out of hand.
  5. Elementalist: Elementalist use the Alchemic Elements as there Source of power and manipulate them.
  6. Necromancer: Necromancer use the Spirits of the Dead or there Remains as a source of power and thus have strong destructive abilities.
  7. The Order of Shapeshifters: The Order is an amalgamation of all 6 schools of magic and aim to find a balance between all of them.

Creation of a Spell



  1. The Spell Caster names the Spell and the way to say it in addition to the gesture corresponding to the Spell
  2. The Spell Caster Rolls (2D6+Spell Caster Level)this will be the available effect points at Spell Level 1
  3. Spending the Effect points:
Effect Points
Dealing XD4 Damage to one or more Targets (1:x1, 2x0.5each, ...)
(X Defines Summons Armor with Armor Class of Leather, Lite Plate or Plate)
(X = Points Spent /3)
min 3
Healing XD2 HP (Max. 7D2 Healing)
(X*2 Defines the Summons extra HP)
(X = Points Spent / 8)
min 8
Removing or adding X Cosmetic Effects (every additional one after 5 costs P.S./4)
(Acts upon the Summon)
(X = Points Spent / 2)
min 2
Spell Duration X minutes
(X*1.5 Defines the Summons Lifetime in hours)   (status Effects take are activated every Turn (x<10) every 2 Turns (x<30) every 3 Turns (x>60)).
(X = (Points Spent) * (Points Spent)/2)
min 1
Custom Effect of Area X with Strength Y
(Origin is the Summon)
(X = (Points Spent -3) / 10 m) (Y = Points Spent )
4Y = 1 Stat Effect
8Y = 1 Status Effect
min 4
Custom Effect of One Specific Target with Strength Y
(Summon is Effected)
(Y = Points Spent *1.5)
4Y = 1 Stat Effect
8Y = 1 Status Effect
min 4
Custom Effect of XD2 Targets with Strength Y
(Target in Sight of Summon OR Allys of Summon
)
(X = Points Spent/ 4) (Y = Points Spent )
4Y = 1 Stat Effect
8Y = 1 Status Effect
min 4
Every 4 Effect Strength 1 Stat Effect can be added
and Every 8 1 Status Effect.
Each Effect has to match the Current Effect Strength Level and is recounted from that Levels minimum Points
Effect Strength (Max. Effects = Spell Craft Lv.)
1-15 caster can slightly manipulate the Defined Space (i.e. small loss of Gravity and small scale levitation)
(Min Spell Craft: 1Lv.)
Status Effect: Open Cover OR 1 Minor Potion Effect
Stat Effect: +1 OR -1 On The Target/s Actions
16-31 The Caster can Control the Defined Space and Act in it more Refined (i.e. slowly molding the space and controlling larger objects)
(Min Spell Craft: 20Lv.)
Status Effect: Open Cover OR 1 Regular Potion Effect OR 2 Minor Potion Effects OR Enhance Spell Effect by 1D5
Stat Effect: +2 OR -2 On The Target/s Actions
32 - 64 Caster can clearly shape the defined space to there wishes (i.e. raise mountains, create pitfalls, make it rain and so on)
(Min Spell Craft: 40Lv.)
(Up to 8 Turns from +5 to -5 on Actions
Status Effect: Open Cover OR 2 Regular Potion Effects OR 2 Minor Potion Effects OR Enhance Spell Effect by 1D8
Stat Effect: +5 OR -5 On The Target/s Actions

If more then one Custom Effects Act in the Same Space then both Casters Roll Magical-Talent against each other
(the Winner controls this Space if both Parties are acting Together then they both have to succeed to combine there Effects)

Normal Spell Range is 5m with the Condition that the Caster can see the Target (if Willingly reduced every meter gains 2 Spell points)

4. Changing Casting Conditions standard (One Turn Vocal & Gestural = +0 on Magi. Roll)
Casting Condition Effect
Vocal Incantation for every Turn used +0.5 Casting Chance
Gestural Incantation for every Turn used +0.5 Casting Chance
Material Incantation for every Turn used +0.5 Casting Chance
OR x1.25 Spell Points (including Level-ups)
Strengthen Spell Control exchanging 5 Spell points for 1 Casting Chance
OR 10 Spell points for changing the effect Type while spell is in Effect (Change Defined with Upgrade)
Weakening Spell Control exchanging 1 Casting Chance for 1d10 Spell Points
OR 2 Casting Chance for random spell adaptation to casting environment (Specifics defined by spell Effect)
Sacrifice use an item as material for the Spell
(Specific Material defined by School and Effect):

- Mundane Item (Sand, Dirt, ...)
Worth about 1 to 5 C. (Max 10 per Spell)
(Consumed by spell)

Spell points + 1D2 per Level OR + 1 Casting Chance

- Common item (Manufactured Item, Specific Plants)
Worth about 1 C. to 5 S. (Max 5 Per Spell)
(If Consumed by spell x1.25 Effect)

Spell points + 1D3 per Level OR + 2 Casting Chance

- Rare Item (Specially Made Item or Rare Material)
Worth about 1 S. to 50 S. (Max 5 Per Spell)
(If Consumed by spell x1.25 Effect)

Spell points + 1D4 per Level OR + 3 Casting Chance

- Epic Item (Valuable Item relatively hard to obtain)
Worth about 50 S. to 1 G. (Only one Per Spell)
(If Consumed by spell x2 Effect)

Spell points + 2D6 per Level OR + 4 Casting Chance

- Legendary Item (Relic or item of similarly hard to obtain item)
Worth about 1 G. to 100 G. OR 1 E. to 1 T. (Only one Per Spell)
(If Consumed by spell x2.5 Effect)

Spell points + 2D8 per Level OR + 5 Casting Chance
Preparations & Conditions Bind the Spell to specific Conditions that are beyond the already mentioned:    
Specific Time:
  Time To Cast
+1D2 Spell Points per Level OR + 1 Casting Chance per spent Turn(min) before Effect
Time of Day (1h Effect x2, basic Time of Day x1)
Spell Points +1D8 per Level OR + 3 Casting Chance

Day of Week
Spell Points +1D10 per Level OR + 7 Casting Chance

Day of Month
Spell Points +2D12 per Level OR + 10 Casting Chance

Day of Year
Spell Points +2D20 per Level OR + Garantie Casting Chance

 
Specific Biome:
  Common (Plains, Forrest, Hills, Mountains, ...)
Spell Points +1D2 per Level OR + 1 Casting Chance

Rare (Through Magic changed Biomes)
Spell Points +3D2 per Level OR + 4 Casting Chance

Epic (Special Dimensions, Magical deffined Biomes)
Spell Points +4D2 per Level OR + 7 Casting Chance

 
Range of Structure (normal: 1km):
  New (< 10 Years)
Spell Points +1D2 per Level OR + 1 Casting Chance

Mundane (< 50 Years)
Spell Points +1D4 per Level OR + 3 Casting Chance

Old (< 100 Years)
Spell Points +1D8 per Level OR + 8 Casting Chance

Magical (Magical Aperture to support Spells)
Spell Points +1D20 per Level OR + 12 Casting Chance

 
Range of Environmental Object (normal: 10m):
  Common (Specific Tree Type, Specific Water Types, ...)
Spell Points +1D3 per Level OR + 3 Casting Chance

Rare (Grove of Specific Tree, Tar Pit, Lakes of Acid)
Spell Points +1D6 per Level OR + 5 Casting Chance

Epic (Magical Environmental Objects)
Spell Points +1D10 per Level OR + 8 Casting Chance

 
Range of Ritual Site (normal: 10m):
  Small (Construction 1 - 4 Hours)
Spell Points +1D5 per Level OR + 5 Casting Chance

Medium (Construction 1 - 4 Days)
Spell Points +1D10 per Level OR + 10 Casting Chance

Large (Permanent Structure)
Spell Points +1D20 per Level OR + Garantie Casting Chance

 
Range of Specific Object (Normal: 1m):
  Common (Worth about 1 S. to 10 S.)
Spell Points +1D3 per Level OR + 3 Casting Chance

Rare (Worth about 10 S. to 50 S.)
Spell Points +1D6 per Level OR + 6 Casting Chance

Epic (Worth about 50 S. to 1 G.)
Spell Points +1D8 per Level OR + 8 Casting Chance

Legendary (Worth about 1 G. to 1 T.)
Spell Points +1D12 per Level OR + 12 Casting Chance



5. To successful Cast the Spell the Spell Caster has to Roll one Magic Roll and has to See there Target

6. Every 5 successful Casts of the Spell it Levels up and gains 1D2 Points to be spent.
(in Addition it Gaines 0.05 Purity or Corruption based on The Casters School of Magic)

7. A Spell Can be used with negative Points but the Caster then Invokes a Random Caotic effect

If a Spell Reaches Corruption or Purity of 1.0 (Normaly Spell Lv. 20) then the Spell will gain +8 Spell-Points if the Caster has Corruption or Purity of at least 20% ,additional +5 if at least 50 %, if the caster is under 10% the spell will gain -4 Spell-Points, -8 Spell-Points if under 5%

Spell-Intelligence

Spell-Level Knowledge Spell jealously
0 - 4 -No Intelligence-
5 - 9 Animal like Intellect -1 other Spell success Chance (30%)
10 - 24 Human Level Intelligence
Int. Rolls +2
Wis. Rolls +1
-2 other Spell success Chance (20%)
25 - 50 Elder
Int. Rolls +3
Wis. Rolls +2
-3 other Spell success Chance (10%)
>50 Old
Int. Rolls +4
Wis. Rolls +3
-5 other Spell success Chance (5%)
Spell jealously can be Removed if a medium Ritual-Kit is used to befriend both Spells (55% Success Chance)
This on only be done once per Spell Pair and if it Fails the Spells will have a 10% extra chance of jealously

Spell-Spirts

Personality Special Effects
1 Corrupted (Longs for the Void) +2D20 Corruption +1D5 Spell Effect +1 Casting Chance
2 Pure (Longs for the Gods and Eternal Light) +2D20 Purity +1D5 Spell Effect +1 Casting Chance
3 Jolly (Always Trays to liven the Atmosphere) +2 Charisma +1 Wisdom (has a 1 in 5 chance to Reverse the Effects of Terror)
4 Kind (Trys to help it's Master as Best as it can) (has a 1 in 4 chance to heal a wounded Ally by 1D3) +1 Intel. +1 Wisdom
5 Jealous (Hates other Spells and wants it's Master to enhance it) +1 All Stats (if any other magical Object/Spell is Present -2 on One Random Stat)
6 Power-Hungry (Want's it Master to Rule and to Dominate every one else) +2 on Two Stats chosen by Wielder
7 Naturalist (Gose against destruction of Nature and Trys to heal wounded Natur and Allys) (has a 3 in 5 chance to heal a wounded Ally by 1D6)(If nature is destroyed by wielder -1 on One Random Stat)
8 Trickster (wishes to stiere Trouble and Course Chaos ) +1D4 on One Random Stat (Changes every Month)

Creating A "Creative Monster"



  1. Choice of Ability Focus
  2. Choice of Material
  3. Wisdom Roll
  4. The Caster Rolls for every Stat of the "Monster" 3D6 exapt Wisdom
    for Wisdom the Monster gets Wisdom of Summoner/2 +1D8 if the Wisdom of the "Monster" is grater than the Casters Wisdom then the Caster has to Roll Against the "Monster" in every Stat (if both succeeds then the Caster Wins) if the Caster losses in more then half of the Stats then he gets Damage based on the "Monsters" Complexity and the Monster is Free
  5. The Caster Choses a Name and Personality which grants the being a Soul (If one of the Materials is a Soul then the "Monsters" takes on that personality and name)
  6. The "Monster" awakens and is bound to it's master (if the "Monster" is a type of Swarm it has a 20% chance to Free itself, if it's Godly then it has a 75% chance)
HP Boni: Common Materials:
-3 Liquids +2Agil.
-/- Plants +1Pers. +1Cha.
+2 Earth +2Pers. -1Int. +1Str.
+4 Metals +2Craft. ++1Int. -1Agil.
+3 Minerals +1Mag. -1Char. +2Pers. +1W.
+2 Crystals +3Mag. -3Char. +2Int. +2W.
-1 Living +3Mag. -2Pers. +1Craft. +1W.
-2 Dead +4Mag. -2Craft. -1Pers. -2W.
-/- Soul +1/4 Stats of Soul +3W


Complexity Damage
none 1 Material 1D4
Simple 2-3 Material 2D4
Trivial 4-5 Material 2D8
Complex 6-8 Material 3D10
Dangerous 9-12 Material 4D10
Godly >12 Material 4D20

Item Sizes


  • 1 SI = 4 Units (Small Item)
  • 1 MI = 2 SI = 8 Units (Medium Item)
  • 1 BI = 5 SI = 20 Units (Big Item)
Abbreviation:


SI Small Items

MI Medium Items

Acc Accuracy

Str. Strength

Agil. Agility

Pers. Persistence

W. Wisdom

Const. Constitution

Int. Intelligence

Char. Charisma

Mag. Magical Talent

Craft. Craftsmanship

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Cover image: by Alfred Kruse

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